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[Column] Guild Wars 2: Is Adding More HP to World Bosses Enough?

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  • 0Graphiknight00Graphiknight0 Member CommonPosts: 6

    People are talking about these changes as design solutions for challanging content. IT IS  NOT THE CASE.

    ANet changed condition damage (skills with damage per second) staking mechanics, also allowed the bosses to be critically hit ( before that the bosses were imune to critical hit, this more than doubled the base damage output players can put on a boss), then its is Just a REBALANCING SOLUTION for the recent changes player characters got. In all senses, all the characters give too much more damage than before the build system revamp.

    Again, this is not a "cheap solution". This is a rebalancing to compensante the incredble dmg output player characters have nowadays. Have i mind we will have a expansion that will present a new class and loads of new skills, so it's not that hard to think Anet is dooign these changes in preparation for the new features that are to come.

     
  • ThupliThupli Member RarePosts: 1,318
    To all those saying they had to add hp BC of condis....
    They tested this in house. They released without buffed hp.

    This is a no to little testing release, plain and simple. Something this obvious would have been caught right away.

  • BalianWolfieBalianWolfie Member UncommonPosts: 240
    Originally posted by booniedog96
    I've always wanted someone on the dev team or community manager/organizer would control the world bosses.  They can take out the healers first then make quick work of the tank and dps.

    ^ this, do you even gw2 bro?

     

    But since they removed the stacks on all the multiply conditions, there has to be some counter measurements.

    image
  • rojoArcueidrojoArcueid Member EpicPosts: 10,722

    GW2 is still my favorite #1 mmorpg to date, but i hate when extra HP is the option companies take to add "difficulty" to the game. Its cheap and instead of adding more challenge to the fight, it makes it unnecessarily annoying.

     

    If they are going to add more HP, i hope they also add new AI mechanics to the bosses. 

     

    The worst example of this terrible game decision is Destiny.

     

    Bullet Sponge is not a solution, it adds to the problem.





  • rojoArcueidrojoArcueid Member EpicPosts: 10,722
    Originally posted by Rhoklaw

    What would be more engaging? If Bosses had less health but increased chance of wiping the party or much higher health with less chance of wiping the party? The first encounter would require a lot more strategy while the second encounter would require a lot more patience. The best example of a good boss system would of course be Diablo 3. Random spawn locations with random powers and random vulnerabilities. That way, no fight or encounter is ever the same. You don't have players getting bored from learning the sure win strategy or players getting bored from grinding. Why we still use static spawn locations with static powers for bosses is so 90's. Wasn't GW2 boasting about dynamic content when it launched? Right now, it doesn't seem as dynamic as they made it sound.

    Bosses in Diablo 3 are (unless they recently changed that) as bullet Spongy as Destiny, changing spawn locations and powers dont really make it that exciting if they still required mindless shooting and running to take them down. To me, a good boss fight would be in the souls games. If you know what you are doing you can win easily, but you can wipe even faster even with 3 people.





  • KaerellaKaerella Member UncommonPosts: 27
    Swamp Behemoth is tedious now, taking so long - and I've given up on Tequatl temporarily, it's annoying to be fighting along pretty well, with maybe almost half the dragon's health gone - and suddenly the rotmouths spawn and we've lost.  Some more work needs to be done on this, for sure.
  • gw2foolgw2fool Member UncommonPosts: 164

    Boring, boring and even more boring, and for what. Why bother doing it, there is no real reward for doing it. It drops garbage or if your very lucky maybe an exotic. Usually nothing that is of any use to you, so you sell it on tp for a few coins, big deal.  Not that making it harder to stay alive would change anything for me, I would probably just skip the bosses, like I do most of them anyway, because they do not reward you with anything that is actually worth the effort. Oh, and did I say it was BORING!

  • ArthasmArthasm Member UncommonPosts: 785
    Is there any new world boss added into game?
  • MukeMuke Member RarePosts: 2,614
    Originally posted by gw2fool

    Boring, boring and even more boring, and for what. Why bother doing it, there is no real reward for doing it. It drops garbage or if your very lucky maybe an exotic. Usually nothing that is of any use to you, so you sell it on tp for a few coins, big deal.  Not that making it harder to stay alive would change anything for me, I would probably just skip the bosses, like I do most of them anyway, because they do not reward you with anything that is actually worth the effort. Oh, and did I say it was BORING!

    Well, there are more players in the community and I see loads of others that do like to do these events.

     

    "going into arguments with idiots is a lost cause, it requires you to stoop down to their level and you can't win"

  • hallucigenocidehallucigenocide Member RarePosts: 1,015

    if they are to beef up the difficulty they'd have to do the same with the rewards. or else they'd probably be ignored.

    i think most people do them because they are easy so they can just half afk through the whole encounter.

    and that's fine really.. challenges are probably best kept in instanced zones.

    I had fun once, it was terrible.

  • azarhalazarhal Member RarePosts: 1,402
    Originally posted by NightHaveN
    They should do something with Fire Elemental. The poor boss dies like in 3 seconds.

    They just have to return it to the release version of the fight, everyone just died because of all the Embers spawning all over the place (they were all removed).

  • aesperusaesperus Member UncommonPosts: 5,135
    Originally posted by SBFord

    The balance of power between players and world bosses has shifted once again!  We’ve become so good at killing these monsters that they needed an HP boost!  But is it too much and does it actually make these encounters more of a challenge?

    Read more of David North's Guild Wars 2: Is Adding More HP to World Bosses Enough?.

    Honestly I think this article is a bit misled.

    This round (and I specifically mean ONLY this round) of balancing is not supposed to be a final solution. It's merely an adjustment to make up for the massive amount of damage that was being capped from players previously. For anyone who is confused / doesn't know what happened, they recently just effectively lifted the condition damage cap.

    Before, condition damage was capped at around as much damage as 1-3 people could pump out. Meaning that for large encounters, condition damage was almost useless.

    Now, people can actually do condition damage builds and do a TON of damage. we're talk a millions of damage previously kept out of these fights. So yes, they actually did need to increase the HP pools of world bosses, because some of them were literally dying in seconds after spawning.

    Normally I would agree that increasing HP pools is a horrible solution to 'difficulty', but this is not one of those cases. This is one of the only cases I've seen where it's actually a necessity.

    - That said, we've seen that Anet is attempting to move away from that. They've been adding a number of new boss mechanics, new combat mechanics, and new challenges to offer difficulty that's more than just a more durable punching bag. This recent boss change was a specific adjustment to deal with a specific patch, and should probably be treated as such, instead of a sweeping statement about boss balancing.

  • aesperusaesperus Member UncommonPosts: 5,135
    Originally posted by Arthasm
    Is there any new world boss added into game?

    Depends on when you last played the game.

    Triple Trouble

    Tequatl (the fight was re-designed)

    Vinewraith (Silver Wastes mega-event w/ a series of world bosses linked)

    Drytop (a precursor map to Silverwastes that has a number of bosses in it, though it's usually tough to find people to defeat the sand giant)

    Out of the above the top 3 are the most interesting. Drytop seems like it was more of an experiment on map design, and less so on boss mechanics.

  • pingopingo Member UncommonPosts: 608

    The problem is that making difficult content for GW2 is a much bigger challenge than in other games. You don't have a 40 man organized raid, you have a 200-man full map that requires everyone knowing what they are doing. 

     

    Between many players not paying any attention at all (probably playing half-asleep, playing this content for the first time, not understanding english well, disabling the chat box, or some other reason) it can be real difficult.

    Teq has been relatively smooth for the last 2-3 months. I've done it about every night at reset and probably only had a wipe once every 2 week for numerous reasons. That's pretty manageable. 

    But take something like Triple Wurm. Its hard to get a Triple Wurm going. I feel that most people skip that content because its too hard to coordinate 200 people. the events scale dynamically, and people who don't know the fight tend to not rez and thus their dead body on the floor keeps the fight scaled up making it harder on everyone who is not dead. 

    You also see it in silverwastes. The cool thing about silverwaste is that a few dedicated people who put up a commander tag, can really get the rest of the map going. I've initiated a succesful run many times, by jumping from fort to fort, and sometimes we make it til the end, with bonus chest, sometimes we fail. Usually people who don't know how to stealth the carriers at south, or a group who doesnt manage to kill the griffon boss at Indigo fort. 

     

    GW2s content is so much more massive and so we have different problems that we face. In my mind, players are not taught to effectively dodge correctly, and use their builds correctly. I agree the hp doubling is not the solution, but I think its also true that this is just a part step of the changes. 

    the condition changes are really great. burning is still too strong, and we still don't know what they are going to do with healing and support. Heart of Thorns elite specialization will bring real specialized support specializations to the game (revernant staff - ventari is all about healing) so we know that the PvE meta will take steps away from the Berserker meta, and that to me is a good thing because I like being support / condi cleansing / AOE buff / reflection bunker. 

  • BadSpockBadSpock Member UncommonPosts: 7,979

    As a fairly hardcore Destiny player, I can tell you that the answer is undoubtedly and resoundingly NO.

    Add more mechanics.

    Add/change more interesting mechanics.

    Worried about a world boss dying too fast?

    Make them immune to all damage until X happens, and then you get a "burn" phase for Y, and during Y you can only remove Z% of the bosses health, and then have to cycle through different phases/objectives in order to hit that burn phase again (and again) in order to defeat it.

    Or make it so when the boss hits X% health Y happens - and because Y happens it's nearly impossible to keep burning the boss down without dying, you have to deal with mechanic Y first.

    That is good encounters design.

     

    Just adding more HP or making the boss do more damage etc. is cheap, boring, and both an unfair and uninspired way to artificially raise difficulty.

    Any encounter, any design will become "easy" once players figure out the pattern. Don't fight it. Don't make the pattern easy and the numbers unfair.

    Make the pattern more complex and the numbers fair.

    That's how you do it. Ask WoW. Ask pretty much any Zelda game made since N64. Ask the guys (Luke Smith and co) who designed Vault of Glass in Destiny, and normal mode Crota in Crota's End (but not the idiot(s) that designed Hard Mode Crota or Skolas in House of Wolves.)

  • saurus123saurus123 Member UncommonPosts: 678
    Originally posted by gw2fool

    Boring, boring and even more boring, and for what. Why bother doing it, there is no real reward for doing it. It drops garbage or if your very lucky maybe an exotic. Usually nothing that is of any use to you, so you sell it on tp for a few coins, big deal.  Not that making it harder to stay alive would change anything for me, I would probably just skip the bosses, like I do most of them anyway, because they do not reward you with anything that is actually worth the effort. Oh, and did I say it was BORING!

    i got ascended gear and 2 precursors from doing these boring no reward world bosses

  • meonthissitemeonthissite Member UncommonPosts: 917
    Yet another example of how they can't seem to make the correct decisions for the game. Another disappointment really.
  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195
    Originally posted by BadSpock

    As a fairly hardcore Destiny player, I can tell you that the answer is undoubtedly and resoundingly NO.

    Add more mechanics.

    Add/change more interesting mechanics.

    Worried about a world boss dying too fast?

    Make them immune to all damage until X happens, and then you get a "burn" phase for Y, and during Y you can only remove Z% of the bosses health, and then have to cycle through different phases/objectives in order to hit that burn phase again (and again) in order to defeat it.

    Or make it so when the boss hits X% health Y happens - and because Y happens it's nearly impossible to keep burning the boss down without dying, you have to deal with mechanic Y first.

    That is good encounters design.

     

    Just adding more HP or making the boss do more damage etc. is cheap, boring, and both an unfair and uninspired way to artificially raise difficulty.

    Any encounter, any design will become "easy" once players figure out the pattern. Don't fight it. Don't make the pattern easy and the numbers unfair.

    Make the pattern more complex and the numbers fair.

    That's how you do it. Ask WoW. Ask pretty much any Zelda game made since N64. Ask the guys (Luke Smith and co) who designed Vault of Glass in Destiny, and normal mode Crota in Crota's End (but not the idiot(s) that designed Hard Mode Crota or Skolas in House of Wolves.)

    Thats the problem,  they do have boss encounters like that where you have to wait for burn phases.. in fact most of the boss monsters are like that.  The issue is that the health pool has increased but the difficulty stays the same.  So what you find is that MORE burn phases are necessary, but the fear of death doesn't change.  Sure you might have a few people go down and die in a huge fight, but chances are they'll get rez'd fast and those people are the same ones that went down in the fights before they changed the HP too.  

     

    I mean SB used to only have what.. 4 - 6 burn phases?  When I did it last weekend it was at least 10 burn phases if not more.  That isn't balancing for the additional DPS given by conditions, they needed a small incremental increase... 25%, 30%... not double the health. 



  • eye_meye_m Member UncommonPosts: 3,317

    I don't find it to be too bad. As people learn and improve their builds, it's not so far from what it was before, That being said, I really would like to see improved World Boss mechanics.

     

    I would like to see them implement ideas like they expressed with the champs in the new expansion. 

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  • ThupliThupli Member RarePosts: 1,318
    Haha, don't hold your breath for harder mechanics! They wont even make any new dungeons, let alone make old fights harder.
  • Dr_BinksDr_Binks Member UncommonPosts: 271

    Well I really dont know where to start....... I do understand that there are a lot of changes coming and they need to add them into the game, but the real question is ,,,, is this the right way to do them... is adding HP to make up for changes made too condie and crits? Well there are 2 answers to both... and they both are the same.... 1. it is the best way and the EASY way for Anet to make the changes.... 2. Adding HP to the bosses is the EASY way to get around the new damage changes. Which I think has become a new standard for anet... EASY WAY. I understand the amount of work it is to make changes to the mechanics of the world bosses which = a lot of man hours which = a lot of $$$$$. So its easy just to add numbers to the world bosses then to change the AI. 1 is good for Anet and the other is good for us players. Since the changes I have only been on 1 map that was able to kill teq with in the time given.... I really dont mind to get beat by teq but it is more rewarding to lose because of mechanics of the fight not because you just dont have the DPS to kill it with in the given time. 

    So why should one want to go to teq a hour early so you can get a good map to fight a world boss that has a 16 min timer with so much HP that a full map cannot DPS the boss down? This is not rewarding or fun game play. Ok I know I just went around and around but the whole point is Anet has gotten lazy. Look at SW..... what make the fight there hard... AOEs all over... so many that you cant get away from them! How is it fun to do an event that that has a mechanic that you.... no matter how good you are can do anything to combat it...... Its not fun because you just die... not because the mob beat you because you did not read the movements of the mob right... No you die because the ground is covered with AOE all around you that you have no hope to get away from.

    Yes I know this is long and boring.... But I just want to show that Anet has been getting lazy in their AI mechanics and are taking the easy path instead of reworking the way the AI acts and plays.

    What has changed? I dont know but GW2 is getting old and stale and I hate that it's happening because I really like GW2..... 

  • Loke666Loke666 Member EpicPosts: 21,441
    Originally posted by pingo

    The problem is that making difficult content for GW2 is a much bigger challenge than in other games. You don't have a 40 man organized raid, you have a 200-man full map that requires everyone knowing what they are doing. 

    Between many players not paying any attention at all (probably playing half-asleep, playing this content for the first time, not understanding english well, disabling the chat box, or some other reason) it can be real difficult.

    Teq has been relatively smooth for the last 2-3 months. I've done it about every night at reset and probably only had a wipe once every 2 week for numerous reasons. That's pretty manageable. 

    But take something like Triple Wurm. Its hard to get a Triple Wurm going. I feel that most people skip that content because its too hard to coordinate 200 people. the events scale dynamically, and people who don't know the fight tend to not rez and thus their dead body on the floor keeps the fight scaled up making it harder on everyone who is not dead. 

    You also see it in silverwastes. The cool thing about silverwaste is that a few dedicated people who put up a commander tag, can really get the rest of the map going. I've initiated a succesful run many times, by jumping from fort to fort, and sometimes we make it til the end, with bonus chest, sometimes we fail. Usually people who don't know how to stealth the carriers at south, or a group who doesnt manage to kill the griffon boss at Indigo fort. 

    GW2s content is so much more massive and so we have different problems that we face. In my mind, players are not taught to effectively dodge correctly, and use their builds correctly. I agree the hp doubling is not the solution, but I think its also true that this is just a part step of the changes. 

    the condition changes are really great. burning is still too strong, and we still don't know what they are going to do with healing and support. Heart of Thorns elite specialization will bring real specialized support specializations to the game (revernant staff - ventari is all about healing) so we know that the PvE meta will take steps away from the Berserker meta, and that to me is a good thing because I like being support / condi cleansing / AOE buff / reflection bunker. 

    Agree with you there. And to fix it they first nerfed the entire game (between beta weekend 1 & 2) and then made the dungeons far easier instead of fixing the actual problem.

    I think a longer tutorial that better explains builds and learn you how to play would help. Then adding a new lvl 15 or 20 dungeon that teaches noobs how the group dynamics actually works with a good tutorial as the story path.

    After that they can step up the difficulty back to beta weekend 1 again.

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195
    Originally posted by NightHaveN
    And while may look excesive in terms of the amount of HP, most of those encounters have a time limit before boss became unkillable and the event fails.

    To add some stress to the fight, the boss should take certain time depending on the X damage the full group is doing, and technically no different from timed bosses in raids on other games where not enough dps and missing the timer = wipe.

    But a change in dynamics in those bosses is always welcome.

    thats the problem, they didn't adjust the time limit, they didn't say.. "this boss used to take this long, with condition damage uncapped it takes this long,  we need to adjust HP this much"  they just doubled the HP and said "that should do it"  and it doesn't.  It doesn't do it at all, it makes bosses boring, it makes some bosses impossible to kill in the time frame, just overall its a poor way to do it.  The time limit isn't an issue when you don't gate the time frame you're able to DPS an object, but they've kept burn phase mechanics - doubled the HP - and kept the time limit the same with conditions never reaching max, and the majority of PvE DPS running similar specs as before.

     

    Simply put they overestimate the amount of DPS people were doing across the board.  If we're having issues on Blackgate.. one of the busiest servers with some of the best players, then I could only imagine how defeating it is for other servers to try and accomplish these bosses in the given time limit. 



  • gw2foolgw2fool Member UncommonPosts: 164
    Originally posted by NightHaveN
    I think many people went nuts about the world boss HP issue, without knowing what was actually happening.

    Due to recent changes most likely related to condition cap, made many of the world bosses die way too quick, a minute or less in some cases. They had to bring up their health to compensate for the extra damage players (specially groups) were doing.

    It was no fun or challenge at all if a world boss dies on a minute or less.

    I agree on this. After the update, I was no more than half way through destroying the first portal on the first round of portals for the sb event and sb was dead. They immediately released a new build with the hp doubled and still have not done anything else to balance the event so that it is not boring!

  • muppetpilotmuppetpilot Member UncommonPosts: 171

    I don't play Gw 2 but here's my two cents:  Diablo 3 uses infinitely-scaling HP/damage to (poorly) replicate "challenge", and I think many of us know how that has gone.  It's an awfully lazy, non-connected way to bring difficulty to a game.  Raw numbers, especially once they start bordering on the ludicrous, do naught but turn off your player base.  Memorable boss fights generally involve mechanics that are fun/weird/hard/enjoyable, not "Omg how many hit points does this thing have?"

     

    Then again, my very short time with Gw 2 showed me that the only boss fight "mechanic" that existed in the game was "Dodge the red circle!", so I'm not sure if this development (more HP) is a surprise to anyone or not.  Not that most MMOs have any really inspirational boss mechanics, mind you, but this one just seemed to be pretty limited on ideas.  Again, just my opinion.

    "Why would I want to loose a religion upon my people? Religions wreck from within - Empires and individuals alike! It's all the same." - God Emperor of Dune

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